LivingEntity Active Item API

API relating to items being actively used by a LivingEntity
such as a bow or eating food.

Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com>
This commit is contained in:
Aikar 2018-06-29 00:19:19 -04:00
parent fe1b88829d
commit 77334adf24
2 changed files with 134 additions and 0 deletions

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@ -367,7 +367,9 @@ public interface HumanEntity extends LivingEntity, AnimalTamer, InventoryHolder
* blocking).
*
* @return Whether their hand is raised
* @see LivingEntity#hasActiveItem()
*/
@org.jetbrains.annotations.ApiStatus.Obsolete(since = "1.20.4") // Paper - active item API
public boolean isHandRaised();
/**

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@ -202,15 +202,19 @@ public interface LivingEntity extends Attributable, Damageable, ProjectileSource
*
* @return the item being used by the player, or null if they are not using
* an item
* @deprecated Use {@link #getActiveItem()}
*/
@Nullable
@Deprecated(forRemoval = true, since = "1.20.4") // Paper
public ItemStack getItemInUse();
/**
* Gets the number of ticks remaining for the current item's usage.
*
* @return The number of ticks remaining
* @deprecated use {@link #getActiveItemRemainingTime()}
*/
@Deprecated(forRemoval = true, since = "1.20.4") // Paper
public int getItemInUseTicks();
/**
@ -219,7 +223,9 @@ public interface LivingEntity extends Attributable, Damageable, ProjectileSource
* or throwing a trident.
*
* @param ticks The number of ticks remaining
* @deprecated use {@link #setActiveItemRemainingTime(int)}
*/
@Deprecated(forRemoval = true, since = "1.20.4") // Paper
public void setItemInUseTicks(int ticks);
/**
@ -862,4 +868,130 @@ public interface LivingEntity extends Attributable, Damageable, ProjectileSource
*/
void setShieldBlockingDelay(int delay);
// Paper end
// Paper start - active item API
/**
* Starts using the item in the specified hand, making it the
* currently active item. When, for example, called on a skeleton,
* this will cause it to start drawing its bow.
* <p>
* Only HAND or OFF_HAND may be used for the hand parameter.
* <p>
* When used on a player, the client will stop using the item
* if right click is held down.
* <p>
* This method does not make any guarantees about the effect of this method
* as such depends on the entity and its state.
*
* @param hand the hand that contains the item to be used
*/
@org.jetbrains.annotations.ApiStatus.Experimental
void startUsingItem(@NotNull org.bukkit.inventory.EquipmentSlot hand);
/**
* Finishes using the currently active item. When, for example, a
* skeleton is drawing its bow, this will cause it to release and
* fire the arrow.
* <p>
* This method does not make any guarantees about the effect of this method
* as such depends on the entity and its state.
*/
@org.jetbrains.annotations.ApiStatus.Experimental
void completeUsingActiveItem();
/**
* Gets the item being actively "used" or consumed.
*
* @return the item
*/
org.bukkit.inventory.@NotNull ItemStack getActiveItem();
/**
* Gets the remaining number of ticks for {@link #getActiveItem()}'s usage.
*
* @return remaining ticks to use {@link #getActiveItem()}
*/
int getActiveItemRemainingTime();
/**
* Sets the number of ticks that remain for {@link #getActiveItem()}'s
* usage.
* <p>
* Valid values are between 0 and the max item use duration for
* the specific item type.
*
* @param ticks time in ticks remaining
*/
void setActiveItemRemainingTime(@org.jetbrains.annotations.Range(from = 0, to = Integer.MAX_VALUE) int ticks);
/**
* Gets if the entity is using an item (eating, drinking, etc).
*
* @return true if using an item
*/
boolean hasActiveItem();
/**
* Get how long the {@link #getActiveItem()} has been in use for.
*
* @return time used in ticks
*/
int getActiveItemUsedTime();
/**
* Get the hand using the active item. Will be either
* {@link org.bukkit.inventory.EquipmentSlot#HAND} or
* {@link org.bukkit.inventory.EquipmentSlot#OFF_HAND}.
*
* @return the hand being used
*/
org.bukkit.inventory.@NotNull EquipmentSlot getActiveItemHand();
/**
* Gets remaining time a player needs to keep hands raised with an item to finish using it.
*
* @return remaining ticks to use the item
* @see #getActiveItemRemainingTime()
*/
@org.jetbrains.annotations.ApiStatus.Obsolete(since = "1.20.4")
default int getItemUseRemainingTime() {
return this.getActiveItemRemainingTime();
}
/**
* Get how long the entity's hands have been raised (Charging Bow attack, using a potion, etc)
*
* @return Get how long the players hands have been raised (Charging Bow attack, using a potion, etc)
* @see #getActiveItemUsedTime()
*/
@org.jetbrains.annotations.ApiStatus.Obsolete(since = "1.20.4")
default int getHandRaisedTime() {
return this.getActiveItemUsedTime();
}
/**
* Whether this entity is using or charging an attack (Bow pulled back, drinking potion, eating food)
*
* @return whether this entity is using or charging an attack (Bow pulled back, drinking potion, eating food)
* @see #hasActiveItem()
*/
@org.jetbrains.annotations.ApiStatus.Obsolete(since = "1.20.4")
default boolean isHandRaised() {
return this.hasActiveItem();
}
/**
* Gets the hand raised by this living entity. Will be either
* {@link org.bukkit.inventory.EquipmentSlot#HAND} or
* {@link org.bukkit.inventory.EquipmentSlot#OFF_HAND}.
*
* @return the hand raised
* @see #getActiveItemHand()
*/
@NotNull
@org.jetbrains.annotations.ApiStatus.Obsolete(since = "1.20.4")
default org.bukkit.inventory.EquipmentSlot getHandRaised() {
return this.getActiveItemHand();
}
// Paper end - active item API
}